71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
#pragma once
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#include<hgl/type/Map.h>
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#include<hgl/type/String.h>
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#include<hgl/graph/AABB.h>
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#include<hgl/graph/VKPrimitiveData.h>
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VK_NAMESPACE_BEGIN
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/**
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* 单一图元数据访问接口<br>
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*
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* 这个只是单纯的提供原始VAB/IB数据,派生为两类
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*
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* 一类是传统的,使用独统的独立VAB的
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* 一类是使用VDM的
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*
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*
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*
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* WIP: *** 1.将数据全部转移到PrimitiveData,完成旧的渲染测试
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* 2.改成抽象类,将独立VAB的做成一个实现
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* 3.实现VDM支持
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*/
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class Primitive
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{
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GPUDevice *device;
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AnsiString prim_name;
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protected:
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VkDeviceSize vertex_count;
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VABAccessMap buffer_list;
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IBAccess ib_access;
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AABB BoundingBox;
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protected:
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bool SetVAB(const AnsiString &name,VAB *vb,VkDeviceSize start=0);
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bool SetIndex(IndexBuffer *ib,VkDeviceSize start,const VkDeviceSize index_count);
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void SetBoundingBox(const AABB &aabb){BoundingBox=aabb;}
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friend class PrimitiveCreater;
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friend class RenderablePrimitiveCreater;
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public:
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Primitive(GPUDevice *dev,const AnsiString &n,const VkDeviceSize vc=0)
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{
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device=dev;
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prim_name=n;
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vertex_count=vc;
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}
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virtual ~Primitive()=default;
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public:
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const VkDeviceSize GetVertexCount ()const{return vertex_count;}
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const int GetVACount ()const{return buffer_list.GetCount();}
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const bool GetVABAccess (const AnsiString &,VABAccess *);
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const IBAccess * GetIBAccess ()const{return ib_access.buffer?&ib_access:nullptr;}
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const AABB & GetBoundingBox ()const{return BoundingBox;}
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};//class Primitive
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VK_NAMESPACE_END
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